[Resolved] - Accessing widget data confuses the next setter

Describe the bug:

How do you cause this bug?

Add a widget and a script that references said widget.

Access a widget data value without setting anything. Pulling an example out of a script I have here:

	elseif self.widget.js.data.state ~= 'ready' then
		...
		self.widget.js.data.state = 'ready'
	end

The initial call to self.widget.js.data.state will evaluate properly. However, the second call that sets the value will have an incorrect data path, throwing the error.

[Client] [Display] Trying to modify binding data.state.data.state with value ready, but no binding with that path exists

Additionally, if you continue to access to data binding without setting it, the path that’s finally used when calling the setter will continue to append paths. So you could end up with something like data.state.data.state.data.state.data.state.data.state, etc.

Which platform: PC / Stadia

Which input: Controller / keyboard + mouse

Your Crayta username: Cereal

Game seen in (including “Hub” or “Editor for XYZ”): Editor

How regularly do you see this? (E.g. 2/3 times - please try 3 times if possible): Every time

Time + date seen: First seen 02/27/2021, last seen 08/02/2021

Version number (found in Help tab in Settings): 0.7.611.107879

Hello Cereal,

Thank you for reporting this situation to us.
I have submitted a ticket to our internal team for additional investigation.

This bug has now been fixed as per the patch notes below

https://forum.crayta.com/t/patch-notes-neon-coast-season-launch